public ToonForwardRenderer(ToonForwardRendererData data) : base(data) { m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.shaders.blitPS); m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS); m_SamplingMaterial = CoreUtils.CreateEngineMaterial(data.shaders.samplingPS); m_ScreenspaceShadowsMaterial = CoreUtils.CreateEngineMaterial(data.shaders.screenSpaceShadowPS); StencilStateData stencilData = data.defaultStencilState; m_DefaultStencilState = StencilState.defaultValue; m_DefaultStencilState.enabled = stencilData.overrideStencilState; m_DefaultStencilState.SetCompareFunction(stencilData.stencilCompareFunction); m_DefaultStencilState.SetPassOperation(stencilData.passOperation); m_DefaultStencilState.SetFailOperation(stencilData.failOperation); m_DefaultStencilState.SetZFailOperation(stencilData.zFailOperation); // Note: Since all custom render passes inject first and we have stable sort, // we inject the builtin passes in the before events. m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.opaque, data.opaqueLayerMask); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(RenderPassEvent.BeforeRenderingPrepasses, m_ScreenspaceShadowsMaterial); m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrepasses, data.postProcessData); m_RenderOutlineForwardPass = new DrawOutlinePass("Render Outline", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_RenderOpaqueForwardPass = new DrawObjectsPass("Render Opaques", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRenderingSkybox, m_CopyDepthMaterial); m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox); m_CopyColorPass = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, m_SamplingMaterial); m_TransparentSettingsPass = new TransparentSettingsPass(RenderPassEvent.BeforeRenderingTransparents, data.shadowTransparentReceive); m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_OnRenderObjectCallbackPass = new InvokeOnRenderObjectCallbackPass(RenderPassEvent.BeforeRenderingPostProcessing); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRendering + 1, data.postProcessData, m_BlitMaterial); m_CapturePass = new CapturePass(RenderPassEvent.AfterRendering); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, m_BlitMaterial); #if POST_PROCESSING_STACK_2_0_0_OR_NEWER m_OpaquePostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingOpaques, true); m_PostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingPostProcessing); #endif #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, m_CopyDepthMaterial); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline m_CameraColorAttachment.Init("_CameraColorTexture"); m_CameraDepthAttachment.Init("_CameraDepthAttachment"); m_DepthTexture.Init("_CameraDepthTexture"); m_OpaqueColor.Init("_CameraOpaqueTexture"); m_AfterPostProcessColor.Init("_AfterPostProcessTexture"); m_ColorGradingLut.Init("_InternalGradingLut"); m_ForwardLights = new ForwardLights(); supportedRenderingFeatures = new RenderingFeatures() { cameraStacking = true, }; }
private void InitPasses(ref ForwardRendererData data) { StencilStateData stencilData = data.defaultStencilState; // Note: Since all custom render passes inject first and we have stable sort, // we inject the builtin passes in the before events. m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.opaque, data.opaqueLayerMask); m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrepasses, data.postProcessData); m_RenderOpaqueForwardPass = new DrawObjectsPass("Render Opaques", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRenderingSkybox, m_CopyDepthMaterial); m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox); m_CopyColorPass = new CopyColorPass(RenderPassEvent.AfterRenderingSkybox, m_SamplingMaterial); #if ADAPTIVE_PERFORMANCE_2_1_0_OR_NEWER if (!UniversalRenderPipeline.asset.useAdaptivePerformance || AdaptivePerformance.AdaptivePerformanceRenderSettings.SkipTransparentObjects == false) #endif { m_TransparentSettingsPass = new TransparentSettingsPass(RenderPassEvent.BeforeRenderingTransparents, data.shadowTransparentReceive); m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference); } m_OnRenderObjectCallbackPass = new InvokeOnRenderObjectCallbackPass(RenderPassEvent.BeforeRenderingPostProcessing); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); //m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRendering + 1, data.postProcessData, m_BlitMaterial); m_CapturePass = new CapturePass(RenderPassEvent.AfterRendering); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, m_BlitMaterial); m_CustomFinalBlitPass = new CustomFinalBlitPass(RenderPassEvent.AfterRendering + 2, m_CustomBlitMaterail); //if (m_SplitUICameraAndSceneCameraRenderer) { m_CopySceneFinalPass = new CopySceneFinalPass(RenderPassEvent.AfterRendering + 3, m_BlitMaterial); } #if POST_PROCESSING_STACK_2_0_0_OR_NEWER m_OpaquePostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingOpaques, true); m_PostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingPostProcessing); #endif #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, m_CopyDepthMaterial); #endif }